[quote="brett":9r5mpm94]Also you said ‘loading a song from a callback’ that would add a large gap i think. you should pre-open them and then just call play from the callback to remove loading time gap.[/quote:9r5mpm94]

Yeah, I didn’t really go into how I was going to implement, but yeah, I was going to do it the way you suggested 😀

I’ve disabled my code that I was using for FMOD 3, but there I was waiting till about 5 seconds before the end, telling fmod to load the sound, and then using the GetTime() to wait for the end of the song, and then playing the pre-loaded stream.

This was fine, except for the slight latency that would occur (on some machines, not all, depending). Using this callback, I’m hoping that the latency will reduced to nothing. Reason being, I have a couple of songs, that when played on a standard cd player, have no gap between, and it sounds terrible when there is even a slight stop of sound (after ripping the songs) 😉

The callback is working perfectly, in that the function gets called at the end, however the PlaySound call in the callback doesn’t seem to be working. The loop further down seems to be fine (playing = true), i just can’t hear anything.

I am interested in seeing how easy it is to port my engine over to this new version of FMod and trying out the new features. But, darn it, I’m working on an IGF entry and v4 isn’t going to be out of alpha by then, so it’s going to have to wait. It’s looking really promising so far, though!

[quote="brett":2hsv15o6]what are the main features missing holding you back?[/quote:2hsv15o6]
Well I was just under the impression that using it in a released product before it’s in beta wasn’t something you wanted us to do All I really use is panning, volume fades, ogg streaming/samples and (to a lesser extent) module playback right now.